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Work in Progress / Zombie Hunter 3

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Lukas W
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Posted: 10th Sep 2006 19:05 Edited at: 17th Sep 2006 19:48


Intro:
I am proud to announce that Zombie Hunter 3 is under development.
This will be the most horrific version of the game yet, and with an even more detailed history.

I will use DarkPhyics and DarkAI along with Relief Mapping and other cool shaders that DBC does not support. yes, this will be written in DBPRO this time

The story:
The year is 2005, a team of scientists discover a way to edit the human dna. it was by the use of a human created "virus" that interact with the dna to change it. They got to the point where they realized that they should never even have started with the project. So they decided to destroy the facility and leave nothing behind. But what they didn't know was that the virus could withstand incredible heat, and instead of destroying it, they spread it all over the country.

Carl, a male at 32, have a wife and daughter.
His daughter was in school and his wife and himself were sleeping by the time the incident happened.

Carl wakes up and, it's dark as night but infact it's day (because of the explosion GET IT?). he turn to his wife but she is missing, and standing by the window. he walks to her but then she turns around and there she was, a zombie! mwahahaa. and so the game begins.

the story kind of sucks now that i read it, but whatever.
that is only 1/5 of the story, and this will be seen in an intro sequence. the 4/5 of the story will be told during gameplay (like hl2 yay).


Screenshots:
My awesome Level Design, Modelling and Art skills can be viewed in these screenshots.
I haven't yet done anything on the game engine, but i will; i just need to model the first level (carls house) and some other models that will be viewed in the intro for the game.
ok enough reading, here are som screenshots for your pleasure.



Progress:
Closest 8 Lights Visible
Closest 8 Vector Lights Visible
Shader Flashlight
Non Shader Flashlight
Level 1.0 (10% done)
Light Flares
Bloom (optional)

Silvester
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Posted: 10th Sep 2006 19:09
That looks fairly well Lukas,hoping to see a new Zombie model!

Sixty Squares
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Posted: 10th Sep 2006 19:10
That's a creepy story...

And the game looks amazing! I love the menu! Just a few things:
-In all of the screenshos of rooms but the hallway one the floor tiles look a bit too big. Maybe you ought to shrink thouse a bit. for example, the wood seems a bit big for wood.

====Otherwise it looks great! I like that house, it looks so... interlocked, like the rooms are all connected.

Geddon00
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Posted: 10th Sep 2006 19:10
Nice atmosphere. How did you do that with the shadows?

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Lukas W
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Posted: 10th Sep 2006 19:34
thanks for the feedback.

Quote: ",hoping to see a new Zombie model!"

indeed, i hope so too i think i have the model that Jonny Ree sent me. but i haven't checked recently.

Quote: "the floor tiles look a bit too big. Maybe you ought to shrink thouse a bit. for example, the wood seems a bit big for wood."

you are right. thanks for the tip.

Quote: "How did you do that with the shadows?"

actually that was me missing on the lightmapping, but i'm too lazy to re-lightmap it; it takes about 3mins on this computer. :/ (it should be like it is in the kitchen).

Gil Galvanti
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Posted: 10th Sep 2006 20:01
Looks cool . So this one is DBP, right? I didn't know you could model, lol, but it looks good so far .

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David iz cool
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Location: somewhere lol :P
Posted: 10th Sep 2006 20:03 Edited at: 10th Sep 2006 20:03
your game looks waaaayy better than it did before! your getting better,good job.

i like your options screen btw,interesting.
Hawkeye
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Posted: 10th Sep 2006 20:12
Cool looking menu, and really nice lightmapping...


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Xenocythe
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Posted: 10th Sep 2006 20:16
AAHHH!!


AWESOME YES!! WEOOOT!!!

Nice job!


Lukas W
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Posted: 10th Sep 2006 21:01
Quote: "So this one is DBP, right? I didn't know you could model, lol"

yes, it's DBP. actually i can't model, those are basically just tekstured cubes or spheres positioned at random locations to form an entity.

Quote: "your game looks waaaayy better than it did before! your getting better,good job"

i hope that it will also play better

Quote: "ool looking menu, and really nice lightmapping..."

thanks, i kind of fancy the menu myself if i may say so.

Quote: "AAHHH!!"

good point.


to be honest, i don't have much time to work on this, but it will progress day by day, little by little.
i have been working on this for 4 days now, and still for that long it isn't much: just a menu and a house.

but i hope that sooner or later i will get a demo out and maybe DaZ will be interested in making some scary tunes for it.

ps. i uploaded a menudemo some day ago, if you want to check it out, here it is: http://lukasw.com/other/zh3MenuDemo.rar

Agent Dink
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Posted: 10th Sep 2006 22:07
Hey, looks cool. Maybe put a twist on it and you have to find the cure because you don't want to kill your wife and daughter when they come after you, so the first level can be made around escaping them and other people in your neighborhood. You could do all sorts of scary scripted stufff, zombies jumping out of windows after you, and coming out from behind houses while you try to get out of the area.

I'm working on a high res photorealistic texture pack. High res as in 7 megapixels, e-mail me with suggestions.

DB newbie
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Posted: 10th Sep 2006 23:41
woot woot good job so far i have been waiting for this since u made the first zombei hunter..




o yah dbnewbie is back in business
im back im back o yah

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Legend
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Posted: 11th Sep 2006 01:33
Looking good Lukas W, I like the shadows effect really does add a nice touch to it.

I hope the gameplay is as good as the graphics are
Lukas W
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Posted: 11th Sep 2006 10:50 Edited at: 11th Sep 2006 11:01
Agent Dink,
in the intro he kills his wife indeed. it was self defence.
but as the game progress (in level 1.1) you will find your friend hurt, but not a zombie. another sequence of programmed movie appear where they talk about what's happened (it appears that the "virus" doesn't affect everybody.). then the friend faints. so you get a new mission to find a healthpack for your friend.

this means that the game will use some rpg elements; you have an inventory, where you can use stuff, or scroll with the mouse wheel (or press button 1-9) for fast inventory (selection of weapons).

edit,
the game will also be 3rd or 1st person perspective. (1st person is default). i will add mirrors (or reflection map) so you will still see your body when you're walking around. your legs will also be visible at all time, to make it a tid more fun to play.

i think that the game will rock, but that's just my opinion. and i've never been this exited to work on a project before. except when i joined the popr team ofcourse.

oh and for those of you that own a physx card, i will add some cool liquid effects for you too. but i don't have a card so i'm not sure how it will turn out. but it would look totally awesome with blood flying in the air when you shoot someone etc.

David iz cool
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Posted: 11th Sep 2006 16:28
crawling zombies would be funny. lol
Silvester
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Posted: 11th Sep 2006 16:38
That sounds nice Lukas!

Bizar Guy
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Posted: 11th Sep 2006 17:04
Nice, Lucas. Glad you're adding a 3rd person prespective!!

The Nerd
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Posted: 11th Sep 2006 18:40
Your levels and the menu sure looks good And your storyline has improved a lot since last time too.

Good luck with this! I will be sure to follow it.

Roxas
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Posted: 11th Sep 2006 18:51
Glad this came out finally I was fearing it end ons ZH2 But it continues thanks *** lol.. Anyways you have zombie model yet?
I would gladly see it on pic..

FFXI <3
Gil Galvanti
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Posted: 12th Sep 2006 01:03 Edited at: 12th Sep 2006 01:03
Story sounds cool .

Quote: "i think that the game will rock, but that's just my opinion. and i've never been this exited to work on a project before. except when i joined the popr team ofcourse."

lol, speaking of PoPR, I've started the combat system, just so you know I haven't disappeared , not to get off track, but you seem to check here more than the PoPR boards .

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Cian Rice
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Posted: 12th Sep 2006 01:57
May I do a HUD? I need some practice.

Gil Galvanti
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Posted: 12th Sep 2006 02:01 Edited at: 12th Sep 2006 02:08
I'll email you right now, don't want to hijack this thread .
EDIT:
Doh, i just assumed you were talking about PoPR since that was the last post, but now that I think about it, your probably talking to Lukas. Oh well, emailed you anyways .

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Lukas W
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Posted: 12th Sep 2006 08:58
Thanks the nerd.

Cloudef,
i didn't get time to be at the computer yesterday when i was home. so i haven't found the zombie model yet.

Gil,
true, i am here more than at the popr board. sometimes i forget we have one :/ anyway, i'm sorry i haven't done any work for almost 2 months. ehehe... i will make some room for developing more of the editor.

AnimeBlood,
if you were talking to me, that that would be awesome.
it would then be a health bar, ammobar, weapon bar (+ selected weapon) and an inventory hud.

all,
i think i will add some cool features too that wasn't in the previous games. like if your health is 0% (you are really dead) then you must go find a cure so you won't turn into a zombie. but that means you are invincible, which isn't fun :/

Silvester
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Posted: 12th Sep 2006 14:44
why not how lower your halth is,how more Zombie you become?

and when 0% your a zombie?

Peter H
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Posted: 12th Sep 2006 15:24 Edited at: 12th Sep 2006 15:25
wow! the levels look much much better than the last zombie hunters!

now if you put alot of work into the zombies you'll have some rad graphix

"We make the worst games in the universe..."
Lukas W
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Posted: 12th Sep 2006 16:30 Edited at: 12th Sep 2006 16:32
Quote: "now if you put alot of work into the zombies you'll have some rad graphix"

yea, actually there will be 6 types of zombies in the game:
Female: Thin, Fat, Male: Thin, Fat, Child: Boy, Girl.
and they will have two textures each or more. so in total there will be 12 different zombies
i need to start designing the zombies someday.
anybody care to help?

talking about graphics, i hope to implement Water shading, relief mapping (improved bump and per pixel light) shader, flashlight shader, sky system (extends), my oh so awesome rain function (that i have used in almost every game i've made (none that you guys can download from my website though)), my thunder function and other stuff that i don't know of yet.

so, Evolved will get quite the credit for his shaders.

Supremacy
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Posted: 12th Sep 2006 16:42 Edited at: 12th Sep 2006 16:54
do you want me to level design your levels ? so you can concentrate in other stuff ? i would love to do at least is house, im a very good modeler.

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Lukas W
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Posted: 13th Sep 2006 09:28 Edited at: 13th Sep 2006 09:30
let me see one of your levels you've made in the past?
i don't want to say "go ahead and make me a level" but then the level i get sucks. :/

i was thinking that, if possible, only using hardware/vector lights and every entity cast shadows. i might also set a minimum requirement of Pixel Shader v1.14.
that means that you need to play the game with the shadow rendering and maybe some more shaders.

i guess half of the audience is cut off, but whatever.. i get to make a game with cool graphics. maybe.

edit,
by the way i haven't had time to work on this, i have barely had time to sleep. in 3 days i have slept 18h :/ work sucks oh and + my punk kick azz band

Bizar Guy
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Posted: 13th Sep 2006 23:27
I recomend having the game check to see if the person has pixel shader, and if they don't having the game turn off whatever effects need it. Graphics wont look great on older computers, but people will still be able to play.

CreamPie
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Posted: 13th Sep 2006 23:58
Lukas W,

Well, the game is coming along quite well in comparison to its original. Good job...I love the logo!

>-Formerly known as NanoBrain-<
Jack
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Posted: 14th Sep 2006 00:00
here we go again
Really nice!

headcrab 53
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Posted: 14th Sep 2006 00:25 Edited at: 14th Sep 2006 04:15
Quote: "i was thinking that, if possible, only using hardware/vector lights and every entity cast shadows. i might also set a minimum requirement of Pixel Shader v1.14."


That sounds like a good idea.

I can't wait to see how the game plays.

Natflash Games
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Posted: 14th Sep 2006 00:57
That looks pretty good, can't wait to see some action.


Check out my site for the latest on my games.
Cian Rice
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Posted: 14th Sep 2006 03:37
I shall get started on the HUD Lukas.

Lukas W
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Posted: 14th Sep 2006 11:00
Sounds good Anime Blood.

so here are special Effects that will most likely be in the game:
Shaders: HDR (PS2.0), Specular (PS2.0), Relief Mapping (PS2.0), Shadows (PS1.4)
Blood & Gore: using DarkPhysics to create particles (those with a physX card will use liquid effects instead of particle effects but then i would need somebody that have a PhysX card to develop this for me.)

Physics:
Ragdolls, Cloth (curtains, bed, etc.), Blood Effects, Destroy Objects (like chairs, tables, etc)

Weapons:
Metal Pipe, Flashlight, Pistol, Machine Gun, Grenade, Shotgun (two handed), Rocket Launcher (two handed), Sniper (two handed).

able to use two weapons at once (scroll through weapon menu, mouseRgtClick = left hand, mouseLftClick = right hand).

Lukas W
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Posted: 14th Sep 2006 19:57 Edited at: 14th Sep 2006 19:59
i wrote a simple editor where i can place lights (and later on other stuff, like doors).

here is a test i did:


the screenshot contain the following:
* The kitchen
* Evolveds Parallax Shader (bump mapping + specular)
* Shadows
* Two objects (one with textures, the other with normal maps (because i don't know if .dbo support layered textures, or a way to layer the textures)

As you can see, there is almost no visual improvements with the Parallax Shader. so i think i will not use that shader on the world objects (this will also improve loading time and preformance) but instead on dynamic objects (zombies, weapons, healthpacks, etc.)

Supremacy
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Posted: 15th Sep 2006 12:06
well my levels dont suck, im not a very known artist by the comunity but some artists here do know me, ive done some stuff for some games, i have many textures in limefly, was working on syndicate remastered, have worked with darkcoder and jonny r. knows me well, unfortunatly i will not have time to help you because i do have a new project at hands, wich you luck in zh3

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Lukas W
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Posted: 15th Sep 2006 13:24
ok, i did not mean to insult you.
i recognize you know when you said you have been working on syndicate remastered. i have seen some of your posts, and i visit limefly quite often and those textures are really really good. if you've made some of them then that must mean you are very talended!

anyway, thanks for the good luck.

Supremacy
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Posted: 15th Sep 2006 17:25
you didnt ofend, no sweet, if i get the time to it i would love to help cause i like zombie hunter

but i have a big project in hands now...so no time sorry :S

but i wanna see zombie hunter great so get the game done

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Lukas W
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Posted: 15th Sep 2006 19:42 Edited at: 15th Sep 2006 20:44
the first step of the editor is done:
* load level 1 map
* create lights
* save map
* load map

now to implement the *.zh3 map files with the game engine.
after that, it is time for the flashlight to re-appear, this time using a shader. for those that does not have shader support, i will still have the option to use the old style flashlight.

edit,
setting it up with the game engine is super easy. making more levels should be as easy as so (luckily).

now to start on the flashlight.

edit2,
ok i will not use a shader for the flashlight as that means i would need to load two objects of each object that need to be affected by it. i will use the old style, however i wonder if i can make it a bit better than the dbc version..

headcrab 53
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Posted: 15th Sep 2006 22:36
The problem with using a ghosted plain is that it won't actually light up a pitch black room. It would just show a the flashlight image. If the room is too dark, it wouldn't help much either.

Quote: "i would need to load two objects of each object that need to be affected by it"


You already have lightmapping on the level, so adding a flashlight to it wouldn't require any more objects. You could do what I do and just use a regular spot light for things like enemies and just use the shader on the lightmapped part of the level.

Lukas W
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Posted: 15th Sep 2006 23:31
hmm, i get this when i try to implement the flashlight to the map:


when i press "f" i get this:


the texture seems to be scaled -100000 times or something similar.
the only difference from the "textured objects" and the walls/floor is that the "textured objects" are uvmapped, while the walls/floor are just a box with a texture applied in 3dws. i don't know about uvmapping.

headcrab 53
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Posted: 15th Sep 2006 23:40 Edited at: 15th Sep 2006 23:42
What are you using to make the flashlight? Try this:

http://forum.thegamecreators.com/?m=forum_view&t=84057&b=1

Lukas W
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Posted: 16th Sep 2006 18:19
that's the one i am using.

Lukas W
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Posted: 17th Sep 2006 16:16
if i load the map object two times it works. that is what i was afraid of. maybe if i made the smaller levels...

headcrab 53
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Posted: 17th Sep 2006 16:24
Were you using one map object with the lightmap as a second texture?
Try this.

Heckno
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Posted: 17th Sep 2006 17:11
Lukas, Can I sign up for some Zombie Models and is this something you might consider for your game..?

Lukas W
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Posted: 17th Sep 2006 17:29
headcrab 53,
thanks a lot, that works perfect.

Heckno,
i'd love it if you want to create some zombies for this game.
that model looks awesome, however it doesn't look very scary.

Lukas W
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Posted: 17th Sep 2006 19:10
ok, after getting the flashlight to work, i noticed two other problems that occur when using the flashlight shader.

1)
the flashlight is lit up weaker in the darker areas of the lightmap.

2)
the objects that i created in a 3d editing software, imported into 3dws, added them to the level and exported the level to .dbo, are getting their lightmap removed.

here is without the flashlight shader:


this is what i get when using the flashlight shader:


Heckno
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Posted: 17th Sep 2006 20:15
The model was more of just working out some zombie like skin tones, i will create any type of face;

just let me know how you want it... traditional style zombie (human face - little depressed looking some blood maybe some rotting flesh areas)

(distorted human face - maybe jaw slightly out of whack teeth showing)

(evil dead type - zombiefied with a touch of demonic possession)

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